WeaponData
{
	// General
	"printname"   									"#WPN_DEPLOYABLE_COVER"
	"shortprintname"								"#WPN_DEPLOYABLE_COVER_SHORT"
	"description" 									"#WPN_DEPLOYABLE_COVER_DESC"
	"longdesc" 										"#WPN_DEPLOYABLE_COVER_LONGDESC"

	"menu_icon"										"rui/pilot_loadout/tactical/pilot_tactical_cloak"
	"hud_icon"										"rui/pilot_loadout/tactical/pilot_tactical_cloak"

	"weaponClass" 									"human"
	"fire_mode"   									"offhand"
	"offhand_toss"									"1"
	"minimap_reveal_distance"						"32000"
	"fast_swap_to"									"1"
	"dev_menu_type"									"offhand" // fire_mode isn't readable from script

    "does_not_interrupt_cloak"							"1"

	"OnWeaponAttemptOffhandSwitch"					"OnWeaponAttemptOffhandSwitch_weapon_deployable_cloakfield"
	"OnWeaponTossReleaseAnimEvent"					"OnWeaponTossReleaseAnimEvent_weapon_deployable_cloakfield"
	"OnProjectileCollision"							"OnProjectileCollision_weapon_deployable"
	"OnWeaponTossPrep"								"OnWeaponTossPrep_weapon_deployable_cloakfield"
	"projectile_ignores_vortex"						"fall_vortex"

	// Menu Stats

	// Models
	"viewmodel"										"models/weapons/grenades/ptpov_sentry_shield.mdl"
	"playermodel" 									"models/weapons/sentry_shield/sentry_shield_proj.mdl"
	"projectilemodel" 								"models/weapons/sentry_shield/sentry_shield_proj.mdl"
	"offhand_default_inventory_slot"				"1"
	"leveled_pickup"								"1"

	"sound_weapon_ready"							"HUD_kit_meter_replenished_1P"

	// Effects
	"bounce_effect_table"							"deployable_cover_bounce_table"
	"impact_effect_table" 							"exp_deployable_cover"
	"projectile_trail_effect_0"						"wpn_grenade_frag"
	"vortex_absorb_effect"							"wpn_vortex_projectile_satchel_FP"
	"vortex_absorb_effect_third_person"				"wpn_vortex_projectile_satchel"
	"vortex_absorb_sound"							"Vortex_Shield_AbsorbBulletLarge"
	"vortex_absorb_sound_1p_vs_3p"					"Vortex_Shield_AbsorbBulletLarge_1P_VS_3P"
	"projectile_adjust_to_gun_barrel"				"0"
	"projectile_adjust_to_hand"						"1"

	"grenade_disc_throw"							"1"
	"projectile_gravity_scale"						"3"

	"projectile_visible_to_smart_ammo"				"0"

	"critical_hit"									"0"

	// Sounds
	"sound_throw_1p"								"Pilot_Hardcover_Toss_1P"
	"sound_deploy_1p"								"weapon_sentryfragdrone_pinpull_1p"
	"sound_throw_3p"								"weapon_sentryfragdrone_throw_3p"
	"sound_deploy_3p"								"weapon_sentryfragdrone_pinpull_3p"
	"sound_grenade_projectile"						"weapon_sentryfragdrone_warmup"
	"sound_dryfire"									"coop_sentrygun_deploymentdeniedbeep"
	"battle_chatter_event"							"bc_pAmpedWall"

	// Damage - When Used by Players
	"damage_type" 									"burn"
	"damage_near_distance"							"0"
	"damage_far_distance" 							"0"
	"damage_near_value"   							"0"
	"damage_far_value"								"0"
	"damage_near_value_titanarmor"					"0"
	"damage_far_value_titanarmor" 					"0"
	"explosion_damage"								"0"
	"explosion_damage_heavy_armor"					"0"
	"explosion_inner_radius"  						"250"
	"explosionradius" 								"450"
	"impulse_force"   								"0"
	"explosion_shake_radius"						"0"
	"explosion_shake_amplitude"						"0"
	"explosion_shake_frequency"						"0"
	"explosion_shake_duration"						"0.0"

	"show_grenade_indicator"						"0"

	// Behavior
	"fire_rate"   									"10.0"
	"fire_duration"									"15.0"
	"deploy_time" 									"0.15"
	"lower_time"  									"0.15"
	"allow_empty_fire"								"0"
	"no_ammo_used_on_primary_attack"				"1"
	"reload_enabled"  								"0"
	"allow_empty_click"   							"0"
	"empty_reload_only"   							"0"
	"trigger_snipercam"   							"0"
	"allow_headshots" 								"0"
	"primary_fire_does_not_block_sprint"			"1"
	"aimassist_disable_hipfire"						"1"
	"aimassist_disable_ads"							"1"
	"grenade_inherit_owner_velocity"				"1"
	"cooldown_type"									"ammo_timed"
	"toss_pullout_time"								"0.1"
	"toss_time"										"0.2"
	"toss_overhead_time"							"0.2"


	"grenade_bounce_vel_frac_shallow"				"0.5"
	"grenade_bounce_vel_frac_sharp"					"0.3"
	"grenade_bounce_vel_frac_along_normal"			"0.1"
	"grenade_bounce_randomness"						"0.05"
	"grenade_bounce_extra_vertical_randomness"		"0.0"
	"grenade_roll_vel_frac_per_second"				"0.1"
	"grenade_radius_vertical"						"5.0"
	"grenade_radius_horizontal"						"16.0"
	"projectile_launch_pitch_offset"				"2"

	// Spread

	"ammo_suck_behavior"							"offhand_weapons"

	// View Kick
	"viewkick_spring" 								"pistol"

	"ammo_drains_to_empty_on_fire"					"0"

	MP_BASE
	{
		"ammo_clip_size"   								"100"
		"ammo_default_total"							"100"
		"ammo_display"									"bar"
		"ammo_min_to_fire"								"100"
		"ammo_per_shot"									"100"
		"ammo_stockpile_max"							"100"
		"regen_ammo_refill_rate"						"5"
		"regen_ammo_refill_start_delay"					"0.0"

		"enable_highlight_networking_on_creation"		"<KEEP_DEFAULT>"
	}

	SP_BASE
	{
		"ammo_clip_size"   								"100"
		"ammo_default_total"							"100"
		"ammo_display"									"bar"
		"ammo_min_to_fire"								"100"
		"ammo_per_shot"									"100"
		"ammo_stockpile_max"							"100"
		"regen_ammo_refill_rate"						"2"
		"regen_ammo_refill_start_delay"					"0.0"

		"enable_highlight_networking_on_creation"		"1"
	}

	// Bob


	// Rumble
	"rumble"  										"3"

	// Sway

	// NPC

	"clip_bodygroup"						"projectile"
    "clip_bodygroup_index_shown"			"0"
    "clip_bodygroup_index_hidden"			"1"
    "clip_bodygroup_show_for_milestone_0"	"1"
    "clip_bodygroup_show_for_milestone_1"	"0"
    "clip_bodygroup_show_for_milestone_2"	"1"
    "clip_bodygroup_show_for_milestone_3"	"1"

	// WeaponED Unhandled Key/Values and custom script Key/Values
	"fire_anim_rate"  								"1"

	Mods
	{
		amped_wall
		{

		}
		pas_power_cell
		{
			"regen_ammo_refill_rate"	"*1.35"
		}

		amped_tacticals
		{
			"ammo_min_to_fire"								"50"
			"ammo_per_shot"									"50"
		}
	}

	active_crosshair_count				"2"
	rui_crosshair_index					"0"

	"ordnance_crosshair_always_on_start_index"	"1"

	RUI_CrosshairData
	{
		DefaultArgs
		{
			adjustedSpread				weapon_spread
			adsFrac 					player_zoomFrac
			isSprinting					player_is_sprinting
			isReloading					weapon_is_reloading
			teamColor					crosshair_team_color
			isAmped						weapon_is_amped
		    crosshairMovementX          crosshair_movement_x
		    crosshairMovementY          crosshair_movement_y
		}

		Crosshair_1
		{
			"ui"						"ui/crosshair_mine"
			"base_spread"				"0.0"
			Args
			{
				isFiring				weapon_is_firing
			}
		}


		Crosshair_2
		{
			"ui"						"ui/crosshair_tactical"
			Args
			{
			    ammoFrac                "progress_weapon_clip_ammo_frac"
			    dryfireTime             "weapon_latest_dryfire_time"
			}
		}
	}
}
